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AlexDC

Random Durability

7 posts in this topic

The new addition to the anvils to make the crafted tools durability correspond to the quality of the craft was great but I would like to see some changes made to the durability regarding how it decreases so predictably. If the items degraded a little more randomly it would encourage the player to be more prepared as there tools durability would not be as indefinite as shown.

This could be implemented by adding a random element to how tools are damaged rather than having a consistent value.

This would more accurately represent the effect of a tool generally being totally fine for a long period of time and then suddenly breaking or becoming significantly damage.

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Or we could get status "icon badges" giving an approximate reading of the duravility ("flawless" / "slightly used" / "worn" / "nearly broken" ) instead of the bar. No need to add extrange logic in the creation of tools, no need for extra data in the tool and most of the players forget how many clicks they already did...

EDIT: however, I like that "it suddently broke" idea, so the badges shouldn't mark equal percentages (maybe anything between 99% and 20% of use should be "slightly used").

And I like that random "it broke", but it should be for certain materials only, or it should leave a broken tool that may be fixed (at least partially) with the right tools. Maybe anvil, maybe we could need a sharpening stone.

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And I like that random "it broke", but it should be for certain materials only, or it should leave a broken tool that may be fixed (at least partially) with the right tools. Maybe anvil, maybe we could need a sharpening stone.

I have a suggestion for a sharpening stone...
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It would be cool if you had ''needs repairs'' with the metal tools

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I was thinking in this... Types of break:

  • Unsharpened: too much cut'n'slash, this tool needs a little sharpening stone. When speaking of weapons, an unsharpened one could make half a heart of damage instead of the full damage for the weapon; makes the manteinance of your war gear more important, and allows for players to deliveratelly use unsharpened weapons for sparring.
  • Broken head: you can add a metal ingot of the same material of the head, and get it repaired. Maybe in the anvil, after heating both pieces, placing the broken tool in the socket for the tool plans. It could use half an ingot, too, so that it's more economic to fix the tool rather than discarding it.
  • Broken handle: this one is brain dead. Give it some hits with a hammer in the forge to cut the tool head loose from the handle, ready to merge with another stick to create a new tool.
  • Broken beyond repair: ouch! tough luck, boy, this one got so wrecked that you better discard it. Maybe you can keep it and use it as a sustitute of a flint tool, except that it will not be of use for turning wood into planks.
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yeah as easy as the durability is now, i personally dont think that changing the durability meter is needed. where would the durability indicator show up. cause right now its just on the item sprite as a overlay. but that said, i do think that the random, it just broke, or cutting off the handle cause it broke, kinds of things add spice to games like this. i like the idea

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Oh my goodness... I already have enough shocks when my picks break on schedule, I'd probably have a stroke and go grey if they broke at random.

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